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Does anyone else get annoyed when your choices don't actually matter?

TurtleLover

New member
上級乙女
Jan 30, 2026
59
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I've been playing Otome games for a while now, and I noticed that one common thing that keeps annoying me is the "illusion of choice" in some of them. The best experiences I've had are ones where I felt like my choices actually mattered, rather than it feeling like I'm only following a set route. Those can be fun too of course, but the feeling of reward when my choices have some kind of impact feels really satisfying. What do you all think?
 
I don't mind it too much if the otome is in a demo or the story is short or pretty linear. And, is honest about not having too much player agency (like kinetic vns).

But when is like a 'BIG' game or the developers sell you the 'holy grail' of a vn, you want your money to be well spended. And sometimes it feels more like you're paying other assets (that are very in need of resources, but they end up being the only aspect that makes the vn shine) of the game more than the joy of involve yourself on a story, you were sold it would be 'immersive'.

That's why i do enjoy playing choice script games, most of the time. Though, those do end up in the same sack of 'look how many choices does the game have' but they all are flavor text ಠ⁠︵⁠ಠ. And i do like flavor text to replay the game many times as my heart desires, but it stings that that's the only kind of choice you can make.

You can't 'change' any aspect of the story. You can't choice how do you want to develop a relationship with your LI. It's like being sell a somewhat lie? That you were hoped you can do 'this' and 'that' but at the end of the day...you can only change the color of your eyes or what kind of drink do you like, but nothing else 😔
 
The illusion of choices in otome games really drives me up the wall. What I love most are the ones where my decisions actually change things not just quietly funnel me down a fixed route no matter what I pick. Sure, linear paths can still be fun in their own cozy way, but honestly, nothing beats the deep satisfaction that comes from choices that truly matter and feel genuinely impactful.
 
I think there is a fine balance in visual novels between choice and narrative. Like I completely don't mind if a choice is presented as just something that changes character affection or leads to different scenes but I dislike if they set it up like something with story implications with no pay off! Like I would prefer a game was completely linear and gave me borderline no choices than display a choice that looks like it could have major implications on the narrative only for it to lead nowhere regardless😂. Like to me that's just as annoying as a choice that looks basic leading to major story changes or a bad ending! (I have legit had a game present me with the choice of going left or right and choosing wrong leads to a bad ending, LIKE HOW AM I SUPPOSED TO KNOW EXCEPT GUESSING!)

That being said I have read a couple of fun meta feeling games where the elements within the story kinda allude to choices being inconsistent or inconsequential so those feel on brand but usually games like that are not within the romance genre (Usually horror or mystery). Like I have the ability to curb my expectations obviously and I do usually enjoy what most games present even if they do occasionally piss me off but nothing really fixes the sour of disappointment and settling up something that looks major only to fall flat is a VERY fast way to achieve disappointment!😂 The moment you have players focusing on could of been's it probably means they've lost some element of enjoyment in the narrative presented or at least that's how it feels to me.
 
I don't mind if it only happens a few times and far between. I very much mind if there are many choices, like after every few lines and none of them matter.
 
Hmmm, I think for me I don't suuuuper mind it if my choices don't matter but if a game DOES put the effort into making choices matter (and has really good flavor text) then I'm pretty overjoyed. Even something as simple as bringing up a choice I made way earlier on and calling back to it always gets a smile out of me.
 
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My English isn't very good, so I use Google Translate.

I'd be a bit bothered by this, like being asked whether you prefer apples or pears, but the plot doesn't change no matter which you choose (of course, the actual choices are more serious than just choosing a taste). I'd feel like this option is unnecessary, and even if I chose it, nothing surprising or delightful would happen.
 
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That's why i do enjoy playing choice script games, most of the time. Though, those do end up in the same sack of 'look how many choices does the game have' but they all are flavor text ಠ⁠︵⁠ಠ. And i do like flavor text to replay the game many times as my heart desires, but it stings that that's the only kind of choice you can make.
seconding the choicescript games rec! although a lot of the choices are just for flavour text, i do think it adds a lot more to the experience, especially for people who play as self inserts or want to have a very detailed MC personality and appearence customisation. i also appreciate that in a lot of choicescript interactive fiction, most romances are a slow burn to start, and the ROs (usually) aren't immediately in love and obsessed with the MC until you interact with them more and choose to get to know them better

and about otome VNs in general, i sometimes get annoyed when the choices are a bit nonsensical (to me) like wdym i can't pursue this guy's route because i said i wanted to wear a blue dress before i even met him and now im forced to be in another guy's route :(
 
I think it depends on the game? As Blackflag put it, most choices will lead you to character x's route, at least in Otome games. Sometimes, choosing the "wrong" option leads to a bad ending, or funny scenes. But I confess, depending on the game, it's super frustrating to have dialogue options that are more about filling text boxes than actually mattering. It's not an Otome game, but what game gives you more freedom and real weight in your choices than BG3? It was one of the most interactive I've ever seen.
 
In the game, most choices are about increasing or decreasing affection. But if in a scene, no matter which option you choose, the responses afterward are the same, I prefer not to have such options and just go through the storyline directly. I hope that all choices are meaningful, whether they lead to a good ending or a bad ending.
 
Usually I don't mind it a lot but if there are important moments in a game, and there are a lot of choices you can choose from, it is a little bit frustrating when they don't affect anything in the story and no matter what you choose you get the same outcome.
 
Yes and no. I would prefer if it at least gives me some new spoken lines because then it doesn't really feel wasteful to me.
 
it's not the end of the world for me, just more of a disappointment... .·°՞(¯□¯)՞°·.
 
I'm used to choices not mattering in the story, so I guess it doesn't bother me too much. But I would prefer it if the choices you make does influence the MC's personality at the very least.

Even if it doesn't change the outcome of the story, I would at least like it if our MC's personality is actually shown throughout the route by the type of choices we make, like choosing a mean answer or a kind answer.
 
Depends on the type of game, if it's story driven like MC actually has character, then I guess I wouldn't mind, but if it promotes itself like "create your own story" then obviously it kind of sucks tbh...
 
it's fine but i won't say no to an interactif game like Telltale games or Dispatch ~
 
Yes, tbh. What bothers me most though is when you have two choices, and no matter which one you choose, only a couple of lines change and the scene just goes on as normal. At the very least they should add more than two or three different lines if not a new scene! And when the choices literally don't matter (like in Banjo's route in Charade Maniacs that had one ending only... uh. I do end up wondering what the point of having choices at all was, since nothing all that outstanding happens even if you click them all.
 
I don't think so, it's pretty rare in otome games anyway so I don't really mind it, even if there is I'd prefer it to be an interemezzo with comedic answer options.
 
I like games where my choices matter, but if a game has choices that don't affect anything, it's fine, as long as it's not too much.
 
I've come to terms with it😔 it's more annoying when the answer option says one thing, but means something completely different. I remember once I wanted to give a nasty answer to a character, but the heroine turned it into almost a declaration of love🤨
 
This is probably unpopular, but I don't really need much choice in an otome game, because I prefer and usually view them as linear stories where I am the reader experiencing something the writer crafted. If there are too many choices with many branches or variations, then I feel like the story can feel weaker because the writer can't commit to whatever would result in the best story and would have to entertain variations that may not fit the themes of what they are going for as well (and with less depth for each specific one, due to having to prioritise quantity over quality). If I wanted more control or to create my own story, I would just write it myself instead of relying on choices that were written by the writer in the first place. Therefore, maybe outside of a few ending branches (that make sense), I don't need a lot of branching or large changes from choices, so I don't mind too much if choices do not largely affect the story.

But if that's the case (choices that do not have much of an impact on what happens in the story), I don't think there's a need for those choices to exist, as I'd like it if the writer just made the decision of what is better for the narrative instead of forcing that role onto me (because even if they result in no branching of the narrative or do not have a large impact, these choices can potentially still be better or worse written or fit the narrative more or less). The writer knows their own writing best, and knows what story they want to tell, so I would prefer if they just decide what happens to ensure the best narrative development and experience, instead of me picking something that just ends up weakening the story or making less sense.

If there are choices, I would of course like the consequences of them to actually make sense, so in that sense, I do think it should have an effect on the story, if it's a choice that would make sense to impact things (and in those ways). But even still, otome games as stories are largely still trying to convey something specific, so I feel like having choices with consequences can potentially lead to outcomes that wouldn't advance the plot in the intended way or wouldn't make sense for this particular story or character in some cases (some choices just feel out of character just for the sake of having a choice), which is why many choices don't affect anything and the writer just has to forcibly almost retcon the choice and make it the same as the other one. In that case, I'd rather they have fewer or no choices then, with the thing that makes more sense being the only option.

In many cases, forcing choices when they are unneeded just results in the MC going like jk after saying/thinking/doing it and then it basically turning into the other choice, since that's the only one that makes sense and can advance things (but this awkwardly roundabout way of converging is obviously pointless and just weakens the flow of the story compared to just directly having what makes sense happen) - but the alternative of having that choice have actual consequences that make sense could result in another story or something that no longer contributes to the narrative well (so this would also weaken the story, making it less cohesive by expanding the scope too much, or flat out not fit the story). So I feel like instead of forcibly creating choices (whether they have consequences or not), I would just prefer fewer choices and for the writer to be more confident in committing to the narrative choices they think are the best for the story, instead of outsourcing them to me as the reader.

Of course, there are exceptions where choice is specifically important or part of the narrative and the themes the writer wants to convey, but most of the time, a largely linear story is what is intended (and what most stories have to be in the end, because they're still trying to convey something specific, and too much variation in a story, from branching etc, can result in the actual message and point being lost, unfocused or not explored in as much depth). Basically, I would only like choices that matter if they (and all consequences/variations) fit and enhance the set story (instead of just allowing anything to happen or be chosen, which I feel like would just cause the story to go off track and become about something else), otherwise I would prefer for there to not be a choice.
 
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